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Cleanup some outdated parts of ecs_guide (#4342)
# Objective - `Local`s can no longer be accessed outside of their creating system, but these docs say they can be. - There's also little reason to have a pure wrapper type for `Local`s; they can just use the real type. The parameter name should be sufficiently documenting.
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1 changed files with 21 additions and 31 deletions
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@ -136,8 +136,6 @@ fn game_over_system(
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println!("Ran out of rounds. Nobody wins!");
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app_exit_events.send(AppExit);
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}
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println!();
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}
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// This is a "startup" system that runs exactly once when the app starts up. Startup systems are
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@ -225,28 +223,18 @@ fn exclusive_player_system(world: &mut World) {
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}
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}
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// Sometimes systems need their own unique "local" state. Bevy's ECS provides Local<T> resources for
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// this case. Local<T> resources are unique to their system and are automatically initialized on
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// your behalf (if they don't already exist). If you have a system's id, you can also access local
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// resources directly in the Resources collection using `Resources::get_local()`. In general you
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// should only need this feature in the following cases: 1. You have multiple instances of the same
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// system and they each need their own unique state 2. You already have a global version of a
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// resource that you don't want to overwrite for your current system 3. You are too lazy to
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// register the system's resource as a global resource
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#[derive(Default)]
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struct State {
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counter: usize,
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}
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// NOTE: this doesn't do anything relevant to our game, it is just here for illustrative purposes
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#[allow(dead_code)]
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fn local_state_system(mut state: Local<State>, query: Query<(&Player, &Score)>) {
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for (player, score) in query.iter() {
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println!("processed: {} {}", player.name, score.value);
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}
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println!("this system ran {} times", state.counter);
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state.counter += 1;
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// Sometimes systems need to be stateful. Bevy's ECS provides the `Local` system parameter
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// for this case. A `Local<T>` refers to a value owned by the system of type `T`, which is automatically
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// initialized using `T`'s `FromWorld`* implementation. In this system's `Local` (`counter`), `T` is `u32`.
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// Therefore, on the first turn, `counter` has a value of 0.
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//
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// *: `FromWorld` is a trait which creates a value using the contents of the `World`.
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// For any type which is `Default`, like `u32` in this example, `FromWorld` creates the default value.
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fn print_at_end_round(mut counter: Local<u32>) {
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*counter += 1;
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println!("In stage 'Last' for the {}th time", *counter);
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// Print an empty line between rounds
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println!();
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}
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#[derive(Debug, Hash, PartialEq, Eq, Clone, StageLabel)]
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@ -260,21 +248,18 @@ fn main() {
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// Bevy apps are created using the builder pattern. We use the builder to add systems,
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// resources, and plugins to our app
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App::new()
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// Resources can be added to our app like this
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.insert_resource(State { counter: 0 })
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// Some systems are configured by adding their settings as a resource
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// Resources that implement the Default or FromWorld trait can be added like this:
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.init_resource::<GameState>()
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// Some systems are configured by adding their settings as a resource.
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.insert_resource(ScheduleRunnerSettings::run_loop(Duration::from_secs(5)))
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// Plugins are just a grouped set of app builder calls (just like we're doing here).
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// We could easily turn our game into a plugin, but you can check out the plugin example for
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// that :) The plugin below runs our app's "system schedule" once every 5 seconds
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// (configured above).
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.add_plugin(ScheduleRunnerPlugin::default())
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// Resources that implement the Default or FromWorld trait can be added like this:
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.init_resource::<GameState>()
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// Startup systems run exactly once BEFORE all other systems. These are generally used for
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// app initialization code (ex: adding entities and resources)
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.add_startup_system(startup_system)
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// my_system calls converts normal rust functions into ECS systems:
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.add_system(print_message_system)
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// SYSTEM EXECUTION ORDER
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//
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@ -308,6 +293,8 @@ fn main() {
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// However we can manually specify the stage if we want to. The following is equivalent to
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// add_system(score_system)
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.add_system_to_stage(CoreStage::Update, score_system)
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// There are other `CoreStages`, such as `Last` which runs at the very end of each run.
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.add_system_to_stage(CoreStage::Last, print_at_end_round)
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// We can also create new stages. Here is what our games stage order will look like:
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// "before_round": new_player_system, new_round_system
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// "update": print_message_system, score_system
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@ -323,7 +310,10 @@ fn main() {
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SystemStage::parallel(),
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)
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.add_system_to_stage(MyStage::BeforeRound, new_round_system)
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.add_system_to_stage(MyStage::BeforeRound, new_player_system)
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.add_system_to_stage(
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MyStage::BeforeRound,
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new_player_system.after(new_round_system),
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)
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.add_system_to_stage(
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MyStage::BeforeRound,
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// Systems which take `&mut World` as an argument must call `.exclusive_system()`.
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